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How do I clear the 'scene' in rust's kiss3d?
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This a specific question about sebcrozet/kiss3d (a graphics package for games written in rust): how do I clear the 'scene'?
I can add objects to the scene by window.add_mesh()
and similar methods, and it seems I can remove specific objects by windows.remove_node()
, but how do I remove all the objects in a scene (e.g. to start a new scene)?
I suppose I could keep a vector of all the objects in the scene, and then iterate over the vector to remove the objects, but that should not be necessary.
Edit: here is some code that reproduces the error, excerpted from my code.
use kiss3d::resource::Mesh;
use kiss3d::window::Window;
use na::Point3;
use na::Vector3;
use rand::Rng;
use std::cell::RefCell;
use std::rc::Rc;
extern crate kiss3d;
extern crate nalgebra as na;
extern crate rand;
fn main()
let mut window = Window::new("Test");
const FRAMES_PER: u16 = 100;
let mut frame_count = FRAMES_PER;
let mut rng = rand::thread_rng();
window.set_point_size(5.0);
while window.render()
frame_count += 1;
if frame_count > FRAMES_PER
window
.scene_mut()
.apply_to_scene_nodes_mut(&mut
rust
add a comment |
This a specific question about sebcrozet/kiss3d (a graphics package for games written in rust): how do I clear the 'scene'?
I can add objects to the scene by window.add_mesh()
and similar methods, and it seems I can remove specific objects by windows.remove_node()
, but how do I remove all the objects in a scene (e.g. to start a new scene)?
I suppose I could keep a vector of all the objects in the scene, and then iterate over the vector to remove the objects, but that should not be necessary.
Edit: here is some code that reproduces the error, excerpted from my code.
use kiss3d::resource::Mesh;
use kiss3d::window::Window;
use na::Point3;
use na::Vector3;
use rand::Rng;
use std::cell::RefCell;
use std::rc::Rc;
extern crate kiss3d;
extern crate nalgebra as na;
extern crate rand;
fn main()
let mut window = Window::new("Test");
const FRAMES_PER: u16 = 100;
let mut frame_count = FRAMES_PER;
let mut rng = rand::thread_rng();
window.set_point_size(5.0);
while window.render()
frame_count += 1;
if frame_count > FRAMES_PER
window
.scene_mut()
.apply_to_scene_nodes_mut(&mut
rust
Can't you just dowindow.remove (window.scene())
?
– Jmb
Mar 22 at 7:27
No, as I said in my reply to Akiner Alkan, I getcannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 7:36
add a comment |
This a specific question about sebcrozet/kiss3d (a graphics package for games written in rust): how do I clear the 'scene'?
I can add objects to the scene by window.add_mesh()
and similar methods, and it seems I can remove specific objects by windows.remove_node()
, but how do I remove all the objects in a scene (e.g. to start a new scene)?
I suppose I could keep a vector of all the objects in the scene, and then iterate over the vector to remove the objects, but that should not be necessary.
Edit: here is some code that reproduces the error, excerpted from my code.
use kiss3d::resource::Mesh;
use kiss3d::window::Window;
use na::Point3;
use na::Vector3;
use rand::Rng;
use std::cell::RefCell;
use std::rc::Rc;
extern crate kiss3d;
extern crate nalgebra as na;
extern crate rand;
fn main()
let mut window = Window::new("Test");
const FRAMES_PER: u16 = 100;
let mut frame_count = FRAMES_PER;
let mut rng = rand::thread_rng();
window.set_point_size(5.0);
while window.render()
frame_count += 1;
if frame_count > FRAMES_PER
window
.scene_mut()
.apply_to_scene_nodes_mut(&mut
rust
This a specific question about sebcrozet/kiss3d (a graphics package for games written in rust): how do I clear the 'scene'?
I can add objects to the scene by window.add_mesh()
and similar methods, and it seems I can remove specific objects by windows.remove_node()
, but how do I remove all the objects in a scene (e.g. to start a new scene)?
I suppose I could keep a vector of all the objects in the scene, and then iterate over the vector to remove the objects, but that should not be necessary.
Edit: here is some code that reproduces the error, excerpted from my code.
use kiss3d::resource::Mesh;
use kiss3d::window::Window;
use na::Point3;
use na::Vector3;
use rand::Rng;
use std::cell::RefCell;
use std::rc::Rc;
extern crate kiss3d;
extern crate nalgebra as na;
extern crate rand;
fn main()
let mut window = Window::new("Test");
const FRAMES_PER: u16 = 100;
let mut frame_count = FRAMES_PER;
let mut rng = rand::thread_rng();
window.set_point_size(5.0);
while window.render()
frame_count += 1;
if frame_count > FRAMES_PER
window
.scene_mut()
.apply_to_scene_nodes_mut(&mut
rust
rust
edited Mar 22 at 7:32
Martin Ellison
asked Mar 22 at 4:44
Martin EllisonMartin Ellison
127213
127213
Can't you just dowindow.remove (window.scene())
?
– Jmb
Mar 22 at 7:27
No, as I said in my reply to Akiner Alkan, I getcannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 7:36
add a comment |
Can't you just dowindow.remove (window.scene())
?
– Jmb
Mar 22 at 7:27
No, as I said in my reply to Akiner Alkan, I getcannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 7:36
Can't you just do
window.remove (window.scene())
?– Jmb
Mar 22 at 7:27
Can't you just do
window.remove (window.scene())
?– Jmb
Mar 22 at 7:27
No, as I said in my reply to Akiner Alkan, I get
cannot borrow 'window' as mutable more than once at a time
.– Martin Ellison
Mar 22 at 7:36
No, as I said in my reply to Akiner Alkan, I get
cannot borrow 'window' as mutable more than once at a time
.– Martin Ellison
Mar 22 at 7:36
add a comment |
1 Answer
1
active
oldest
votes
You can get a scene
from a window
with the Window::scene_mut
function, which will return a SceneNode
.
After you get your mutable scene node you can delete all the objects inside of the scene with the SceneNode::apply_to_scene_nodes
function.
As documented in kiss3d docs page:
fn apply_to_scene_nodes_mut<F: FnMut(&mut SceneNode)>(&mut self, f: &mut F)
Applies a closure to each object contained by this node and its children.
This is the method that takes closure in it and applies it to the all nodes inside to scene. So you don't need to add all the objects to a Vec
.
Note that this method is working recursively to apply the function you provided to all the childrens of the parent and itself.
In your case it is only needed to unlink the parent scene like following:
window.scene_mut().unlink();
Whenever you unlink the parent scene node, then the children will be unlinked with the parent of course. So in your needs you may not need to SceneNode::apply_to_scene_nodes
even.
Playground
Thanks for the reply, but I have codedwindow.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with'already borrowed: BorrowMutError'
. If I usewindow.remove_node(n)
the compiler sayscannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 5:38
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am atkiss3d = "0.18.0"
, if that is relevant.
– Martin Ellison
Mar 24 at 9:44
|
show 1 more comment
Your Answer
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
You can get a scene
from a window
with the Window::scene_mut
function, which will return a SceneNode
.
After you get your mutable scene node you can delete all the objects inside of the scene with the SceneNode::apply_to_scene_nodes
function.
As documented in kiss3d docs page:
fn apply_to_scene_nodes_mut<F: FnMut(&mut SceneNode)>(&mut self, f: &mut F)
Applies a closure to each object contained by this node and its children.
This is the method that takes closure in it and applies it to the all nodes inside to scene. So you don't need to add all the objects to a Vec
.
Note that this method is working recursively to apply the function you provided to all the childrens of the parent and itself.
In your case it is only needed to unlink the parent scene like following:
window.scene_mut().unlink();
Whenever you unlink the parent scene node, then the children will be unlinked with the parent of course. So in your needs you may not need to SceneNode::apply_to_scene_nodes
even.
Playground
Thanks for the reply, but I have codedwindow.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with'already borrowed: BorrowMutError'
. If I usewindow.remove_node(n)
the compiler sayscannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 5:38
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am atkiss3d = "0.18.0"
, if that is relevant.
– Martin Ellison
Mar 24 at 9:44
|
show 1 more comment
You can get a scene
from a window
with the Window::scene_mut
function, which will return a SceneNode
.
After you get your mutable scene node you can delete all the objects inside of the scene with the SceneNode::apply_to_scene_nodes
function.
As documented in kiss3d docs page:
fn apply_to_scene_nodes_mut<F: FnMut(&mut SceneNode)>(&mut self, f: &mut F)
Applies a closure to each object contained by this node and its children.
This is the method that takes closure in it and applies it to the all nodes inside to scene. So you don't need to add all the objects to a Vec
.
Note that this method is working recursively to apply the function you provided to all the childrens of the parent and itself.
In your case it is only needed to unlink the parent scene like following:
window.scene_mut().unlink();
Whenever you unlink the parent scene node, then the children will be unlinked with the parent of course. So in your needs you may not need to SceneNode::apply_to_scene_nodes
even.
Playground
Thanks for the reply, but I have codedwindow.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with'already borrowed: BorrowMutError'
. If I usewindow.remove_node(n)
the compiler sayscannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 5:38
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am atkiss3d = "0.18.0"
, if that is relevant.
– Martin Ellison
Mar 24 at 9:44
|
show 1 more comment
You can get a scene
from a window
with the Window::scene_mut
function, which will return a SceneNode
.
After you get your mutable scene node you can delete all the objects inside of the scene with the SceneNode::apply_to_scene_nodes
function.
As documented in kiss3d docs page:
fn apply_to_scene_nodes_mut<F: FnMut(&mut SceneNode)>(&mut self, f: &mut F)
Applies a closure to each object contained by this node and its children.
This is the method that takes closure in it and applies it to the all nodes inside to scene. So you don't need to add all the objects to a Vec
.
Note that this method is working recursively to apply the function you provided to all the childrens of the parent and itself.
In your case it is only needed to unlink the parent scene like following:
window.scene_mut().unlink();
Whenever you unlink the parent scene node, then the children will be unlinked with the parent of course. So in your needs you may not need to SceneNode::apply_to_scene_nodes
even.
Playground
You can get a scene
from a window
with the Window::scene_mut
function, which will return a SceneNode
.
After you get your mutable scene node you can delete all the objects inside of the scene with the SceneNode::apply_to_scene_nodes
function.
As documented in kiss3d docs page:
fn apply_to_scene_nodes_mut<F: FnMut(&mut SceneNode)>(&mut self, f: &mut F)
Applies a closure to each object contained by this node and its children.
This is the method that takes closure in it and applies it to the all nodes inside to scene. So you don't need to add all the objects to a Vec
.
Note that this method is working recursively to apply the function you provided to all the childrens of the parent and itself.
In your case it is only needed to unlink the parent scene like following:
window.scene_mut().unlink();
Whenever you unlink the parent scene node, then the children will be unlinked with the parent of course. So in your needs you may not need to SceneNode::apply_to_scene_nodes
even.
Playground
edited Mar 22 at 11:02
answered Mar 22 at 5:00
Akiner AlkanAkiner Alkan
1,707426
1,707426
Thanks for the reply, but I have codedwindow.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with'already borrowed: BorrowMutError'
. If I usewindow.remove_node(n)
the compiler sayscannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 5:38
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am atkiss3d = "0.18.0"
, if that is relevant.
– Martin Ellison
Mar 24 at 9:44
|
show 1 more comment
Thanks for the reply, but I have codedwindow.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with'already borrowed: BorrowMutError'
. If I usewindow.remove_node(n)
the compiler sayscannot borrow 'window' as mutable more than once at a time
.
– Martin Ellison
Mar 22 at 5:38
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am atkiss3d = "0.18.0"
, if that is relevant.
– Martin Ellison
Mar 24 at 9:44
Thanks for the reply, but I have coded
window.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with 'already borrowed: BorrowMutError'
. If I use window.remove_node(n)
the compiler says cannot borrow 'window' as mutable more than once at a time
.– Martin Ellison
Mar 22 at 5:38
Thanks for the reply, but I have coded
window.scene_mut().apply_to_scene_nodes_mut(&mut |n| n.unlink());
but that crashes with 'already borrowed: BorrowMutError'
. If I use window.remove_node(n)
the compiler says cannot borrow 'window' as mutable more than once at a time
.– Martin Ellison
Mar 22 at 5:38
1
1
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
Could you please share the work that you have tried so maybe we can identify that problem.
– Akiner Alkan
Mar 22 at 6:07
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
I've added some code to the question that shows the behaviour.
– Martin Ellison
Mar 22 at 7:33
1
1
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
@MartinEllison Updated your code and my answer. This way, the problem seems solved :) Good luck
– Akiner Alkan
Mar 22 at 11:03
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am at
kiss3d = "0.18.0"
, if that is relevant.– Martin Ellison
Mar 24 at 9:44
Sorry, I've run the code in your playground link, and it does not delete anything. It should be displaying only one triangle at any time, but just keeps adding new triangles and not deleting any. I am at
kiss3d = "0.18.0"
, if that is relevant.– Martin Ellison
Mar 24 at 9:44
|
show 1 more comment
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Can't you just do
window.remove (window.scene())
?– Jmb
Mar 22 at 7:27
No, as I said in my reply to Akiner Alkan, I get
cannot borrow 'window' as mutable more than once at a time
.– Martin Ellison
Mar 22 at 7:36